Shader 之 顶点变形

可以使3D物体通过顶点变形弯曲,常见于跑酷游戏的跑道。可向左、右、上、下弯曲。

Shader "Custom/VertexColorCurved" {
Properties {
// Shader需要的6个参数
_MainTex ("Base (RGB)", 2D) = "white" {}
_QOffset ("Offset", Vector) = (,,,)
_Dist ("Distance", Float) = 100.0 _BrightnessAmount ("Brightness Amount", Float) = 1.0
_SaturationAmount ("Saturation Amount", Float) = 1.0
_ContrastAmount ("Contrast Amount", Float) = 1.0
} SubShader {
Tags { "Queue" = "Transparent"}
Pass
{ Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" sampler2D _MainTex; float4 _QOffset;
float _Dist; fixed _BrightnessAmount;
fixed _SaturationAmount;
fixed _ContrastAmount;
float _OpacityAmount; struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 viewDir : TEXCOORD1;
fixed4 color : COLOR;
}; v2f vert (appdata_full v)
{
v2f o; float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
float zOff = vPos.z/_Dist;
vPos += _QOffset*zOff*zOff;
o.pos = mul (UNITY_MATRIX_P, vPos);
o.uv = v.texcoord;            //o.color.rgb = v.color.rgb; // 取顶点色 return o;
} float3 ContrastSaturationBrightness (float3 color, float brt, float sat, float con) {
// Increase or decrease these values to
// adjust r, g and b color channels separately
float avgLumR = 0.5;
float avgLumG = 0.5;
float avgLumB = 0.5; // Luminance coefficients for getting luminance from the image
float3 LuminanceCoeff = float3 (0.2125, 0.7154, 0.0721); // Operation for brightmess
float3 avgLumin = float3 (avgLumR, avgLumG, avgLumB);
float3 brtColor = color * brt;
float intensityf = dot (brtColor, LuminanceCoeff);
float3 intensity = float3 (intensityf, intensityf, intensityf); // Operation for saturation
float3 satColor = lerp (intensity, brtColor, sat); // Operation for contrast
float3 conColor = lerp (avgLumin, satColor, con); return conColor;
} half4 frag (v2f i) : COLOR0
{
fixed4 renderTex = tex2D(_MainTex, i.uv); // // Apply vertex color
// renderTex.rgb *= i.color.rgb; // 顶点色和贴图混合 // Apply the brightness, saturation, contrast operations
renderTex.rgb = ContrastSaturationBrightness (renderTex.rgb, _BrightnessAmount, _SaturationAmount, _ContrastAmount); return renderTex;
} ENDCG
}
} FallBack "Diffuse"
}
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